Thanks for the hints... So it's not really as simple to implement as I thought (but then, it's never when you do raw OpenGL...).

So actually you use the GL_EXT_texture_compression_s3tc extension then?What's with the GL_ARB_texture_compression? How can I compress a texture so that it can be used with this extension? {Edit} Use one of those tools at Ati/Nvidia/blabla to lossy compress it.

However I don't know how it works with GL_COMPRESSED_{RGB, RGBA, ALPHA, ...} : I only used it with DXT and I don't plan to support any other method at the moment. DXT compressed DDS textures are definitely great : having all mipmap levels and/or cubemap faces stored in a single file with high compression ratio is invaluable.

Though I wish Nvidia had respected MS specs with their DDS exporter : now a lot of DDS files have wrong header and size, which makes it difficult to write a stable loader.

So actually you use the GL_EXT_texture_compression_s3tc extension then?What's with the GL_ARB_texture_compression? How can I compress a texture so that it can be used with this extension? {Edit} Use one of those tools at Ati/Nvidia/blabla to lossy compress it.

Yes you should use Nvidia plugin (either with photoshop or command-line). It is safe for DXT. Since I mostly played with Far Cry textures so far, I haven't created my own DDS files yet.

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Extensions - an alien world to me. :)

Me too. I got part of the code from CodeSampler's DDS loader and added some missing stuff. ;D

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